In the mobile internet age, the applications that didn't hitch a ride

Source: Internet
Author: User

CNET Technology Information Network January 15 Beijing (Text/dan): According to the 31st Internet statistical report released today by Cnnic, as at the end of December 2012, China's mobile phone users 420 million, up from the end of the last increase of about 64.4 million people, netizens use mobile internet users accounted for by the end of the 69.3% to 74.5%. In such a mobile internet era, when almost all Internet applications are growing, there are some traditional Internet businesses that have missed the ride.

The above is cnnic for mobile internet users in the application of the survey, data shows that the exchange of communication and information access to mobile phone applications are still the mainstream of mobile phones, the development of the leading, user size and use rate have a larger growth; Leisure Entertainment and E-commerce mobile phone application penetration rate is relatively low, but the development speed is faster, The overall area of use is bullish, becoming a bright spot.

At the same time, what are the applications that are not progressing or have little growth?

One, mobile network literature and mobile social networking sites do not increase the decline

According to CNNIC reported data, mobile phone network literature and mobile social networking sites in the two major business, their performance in 2012 compared with 2011, the decline.

Data showed that the use of mobile internet literature dropped from 44.2% in 2011 to 43.3% in 2012, and that the use of mobile social networking sites fell from 42.3% in 2011 to 42% in 2012 years. It's an indisputable fact that online literature and social networking, which are supposed to be on the mobile internet, are surprisingly expressive.

The main reason why online literature is derailed in the mobile internet era is that piracy restricts development, analysts have. For the network literature, paid reading is the key profit model, but the rampant piracy makes the network literature manufacturers have to carry out rights protection work first, otherwise, the number of users can not be developed to bring direct benefits.

The more optimistic phenomenon is that October 2012, Shanda Literature and Baidu, Sogou, Tencent Search, Qihoo 3,604 search engine companies signed the "maintenance of copyright rights and interests of the joint memorandum." Shanda Literature CEO Hou said, "In the past, tough crackdown and stop blocking the proliferation of pirated web sites, joint action will be more effective." After working together, I hope that online literature will perform well in 2013 years.

And the use of mobile social networking sites, the analysis that the main is by micro-bo, micro-letter applications such as the impact of users do not need to communicate in social networking sites, and the game app Rich also meet the user's entertainment needs, so the future of mobile social networking site is not clear.

Second, mobile phone network game challenges more than opportunities

The CNNIC report shows that as of the end of 2012, China's online gaming users reached 336 million, and Internet users ' penetration rate dropped from 63.2% in 2011 to 59.5%. The absolute scale of users grew by 11.42 million, the growth rate was only 3.5%, and the innovation was low again.

In fact, since 2010, influenced by the environment and the internal factors of the game industry, Chinese online game users have been kept low, especially the computer side, and the development is slowing down.

According to the Chinese Internet Data survey platform, compared to January 2012, the December 2012 game Platform's daily active number dropped from 139 million to 135 million, per capita daily use time from 12 minutes 20 seconds to 8 minutes 38 seconds. Although the emergence of web games has enriched the form of the game, but because the content, play and the client is basically the same, and did not bring too much user growth.

CNNIC analysis that the rapid development of mobile Internet games brought about by the challenges of more than opportunities. On the one hand, the increase in mobile Internet use time diluted the user's use of the game for a long time, on the other hand, because the game is the experience of service products, limited by terminal characteristics, in the display of limited mobile phone platform on the development of Space Limited.

In addition, the change of user structure of network game also causes industry change. From the development trend analysis, the user platform is still the key to the competition of network game products. Due to the related issues such as promotion and payment, mobile gaming relies on the advantages and disadvantages of the platform directly determines the success or failure of the product. Moreover, the network game industry has gone out of the large-scale profit model, the user utilization rate of reduction, personalized demand is obvious, it is difficult to have a single game products to meet a large number of users, market segmentation has become the key to the profitability of the game operation.

  

But there is no denying that the growth of mobile gaming users is still relatively fast, which has injected new vigor into the gaming industry.

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